![]() That is: Blender->File>Export->FBX and in the left column, mark selected objects and change up: Y, forward: Z. And by the way, you may also want to change the coordinates system to fit Unity (where y means up and z means forward). The upshot is that if you asymmetrically scale an object (as opposed to its vertices) in Blender, then Blender and Unity will come to different conclusions about the normals that should accompany that shape. Normally you will have to scale the objects to 50 or 100 when importing an object from Blender to Unity. All Blender did was bake that distortion into the bones. ![]() In short, Blender hadn't distorted the mesh at all - I had, right at the start. However, it seems that at some stage in the Blender->FBX->Unity workflow, the ability to cope with asymmetrically scaled normals is lost. This obliged Blender to similarly apply an asymmetric scale to the bones of the armature when parenting the rig to the mesh, in order to preserve its appearance. I tracked down the cause: in the very first edit I had made when sculpting the model (after adding and subdividing a cylinder primitive) I had accidentally scaled the object rather than the vertices to make the shape longer and narrower. ![]() I'm only accepting this answer rather than Aster17's because this answer explains what happened in this specific case in more detail. EDIT: The video posted by Aster17 includes a step correcting for object scale prior to export, along with many other steps, so refer to that for your exporting needs.
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